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In addition, if you have a sanctum: it will protect you from death and sacrifice itself.
"The life pool decreases when a character is revived"
we already lose a heart, dont we ?
also we need the generators for chaos and scourges already
i dont like the new lifepool changes neither and i think theres too much focused now into the generators
so its basically like a 2nd main quest
"find the generator in your curent zone, or die a gruesome death"
"In addition, we can now support future potential features like say - variable main quest lines so you're not always guaranteed the same story, or new random encounters that could raise or lower Chaos in unexpected ways."
this sounds great tho, hope they keep on iterating and adding new things
Yeah I enjoyed the Sanctum change, nice little addition. I dont feel like I can comment too much on the changes yet, I have to play a lot more as theres some big differences. I liked the time management of the old system, but I think with a little relearning, this new way is just as enjoyable and even allows more exploration if you dare.
The generators at the END of a quest-dungeon (glittering mines, etc) needs to give lifepoints back. Our blacksmith was a sole survivor, stopped the generator, and we all stayed dead. You wont find a bigger hardcore rogue-like junkie than me (I laughed at the early RNG complaints), but I think thats just unrewarding gameplay. No one will stay in a multiplayer session watching one guy plod around the map hoping to find a lifepoint somewhere.
I think giving lifepoints back, or simply a free party rezz, at the end of a Main Quest could solve this without changing anything particularly drastic.
Because those are some of the best moments. When you know your beat - and then one imposisbly lucky party-member manages to make it through. As it is - they might as well quit and restart for bothering to survive. Its quite underwhelming for the accomplishment - its meant to be an epic adventure! A deadly and constantly failing one, but with those moments!
Standard caves and the like dont matter. I'm all for stories being brutally ended. But for completing a main quest (not just one of the objectives, but the whole string) should drag the defeated team back into the action - even if theyre not fully healed.
P.s.
Can I say one more time how much I love your game? Top notch work.
Vision scroll are now more valuable. They'll help you unlock the generators. We are going to be adding a "range indicator" on them too so you know exactly what you're unlocking. I'll keep an eye on this thread. Curious to know the delta between people who are succeeding fine, and the ones dying too much.
Also, keep those ideas about life increases coming.
Aye aye Jay... will try a few more games with a mentality of 'find them darn generators asap before anything else' and see if its just a new approach to the game. I do think the situation I described will still occur however, and its a shame as it will increase multiplayer drop outs.
I'll give it a whirl though, before pretending I know any better. After all, whats a few more deaths? ;-)
For gods sakes please, PLEASE dont mess with any other mode besides easy. It's already lost it's challenge as is.
I say this because I get killed near Hasta and I have run out of lives for one of my characters. No more options to revive to I guess the game is over as there is no way I could fight everyone with just two characters! I took side quests and sea caves to level up and get more loot but it's end of the road for me this play. I might start again with a herbalist and try that.
I play on all the difficulties depending on what I fancy. When I say like a challenge, I mean it. Easy mode is easy, sure - but that doesnt really change what I'm talking about. Its a mechanical situation that can occur on any difficulty with no way forward. Regardless of difficulty, I think reaching the end of an entire quest-chain should give a party-revive, or something. Because no one is going to stay in multiplayer watching a single player plod about the map looking for a lifepoint that may or may not be just over there somewhere. You'd just resent him for surviving, which is a bit against the spirit of making it through despite the odds. Maybe thats too easy a fix, sure, but I think something needs to happen.
That said, I've still to fire it up for further testing/approaches...
I do agree that group heal seems almost mandatory for this new system... whereas before I'd happily go without a herbalist on Journeyman diffc.
I agree with your sentiment though... I definitely dont want the game to be easier. But I do want it to remain rewarding as well as punishing. Where as I'd like Master difficulty to brutally challenge the number crunchers amongst us. The scenario I described was just disappointing, to be honest. In the old system, you'd reset the chaos, and revive the failed crew because that option would be allowed again.
I'm not saying my solution is a good one... but I think theres something 'whiffy' about it as it is. ;-)
Edit:
To be fair, had a few more games today - it doesnt make the game more difficult per se, and it doesnt happen often. Its fine if you're playing alone or with friends, as you can just put it down as a disappointing end... it just feels like a bit of a let down for pulling the team through when they had otherwise lost. Its more of an issue for random sessions, for dropouts etc.